Comments

i want to Zoom and Pan the content . say , 4:3 footage , then zoom with a cropped top and bottom , then postion( Pan ) the Vetical for placment . All the while , the Quad has NOT moved . Vegas does that , can HFP do that ?

unit_CubeWithGroups.obj starts with line # unit_CubeWithGroups"#" is the Comment delimiter , for Wavefront files .

this cube is still a monolith , when imported to a Comp layer .Even though the faces of the cube can be manipulated individuallyby HFP ,...the faces can not individually be assigned a media asseton the time line .Upon import , images can be textured to the 6 faces .( thus , a follow up Post ,..."make a Video Cube with HFP" )NOT posted yet .

I'll assume you are referencing the pan/crop feature of Vegas. In Hitfilm you use the transform properties to zoom/crop and pan. Use the Scale property to zoom in on the frame. A symmetric scale preserves the frame aspect ratio. To then pan around you use the position property (x, y).

i seem to have confusion wondering if i am affecting the size of the Quad ,...and including the fancy Cameras in HFP . i will give it another go .......( this confusion will become more apparent when i Post "How to make a Video Cube with HFP" , in the Gallery )

i found a Zoom in EFFECT Warp-->Action Cam Crop that did what i was expecting to see . try Action Cam Crop's zoom . what do you think of that zoom ? it seems different then the regular Transformation CONTOLS .

( it is easier to make a Video Cube in Vegas )( Vegas Orientation is always Local Space )( Vegas Rotation is always World Space )

using the cubeWithGroups.obj does not allow HFPto apply images to the individual faces ,as the cubeWithGroups.obj resides as a monolith layer .( upon import , images can be mapped\textured to each face using HFP's import dialogue )

the project is set to 1920 x 1080 1.0 pixelsthe dimensions of each face\Layer are 1080 x 1080the Cube is built around\centered at the Origin

3 Comps are needed :6_facesCube_Local_spaceCube_World_space

6_faces is nested in Cube_Local_space ,Cube_Local space is nested in Cube_World_space

6_faces Comp can now be hidden from track view .Cube_Local_space is used to spin the cube on it's center axisCube_World_space is used to make the cube Orbit .

when importing video\images to replace each Plane layer .these assets need to be 1080 x 1080 .be sure to set the New media asset to "3D Plane"

with Vegas ,the cube can be 1080 x 1080 ,with video\image assets of any resolution .

for now ,it is unclear if HFP can UV map , in the same way that Vegas can ."Pan and Crop"

EFFECT"Warp" using "Action Cam Crop" can Zoom the image inside the frameworkto make the image look "aspect correct" if needed , and the frameworkremains at 1080 x 1080 ,...still looking for a Pan .

this is the samething i would want to do with 4:3 footage . Zoom and Pan ,to make it fill a 16:9 framework . can HFP do that ? Vegas can .

if the source Videos are 1920 x 1080 , just Resize the layer to 1080 x 1080 using Transfromation CONTROLS , the Scale needs to be : 56.25 % x 100 %And Now , it would nice to be able to "Pan and Scan" inside of each Face's1080 x 1080 framework .

if i "Scale" a face ,....the cube will "Break"

after discussion in HFP Post , it is found that : EFFECT

Warp-->Action Cam Crop using it's Scale slider and it's Transformation digit boxes does do UV mapping Zoom and Pan ( Pan and Crop ) just be sure to set it's Wrap setting to OFF ( to remove the blur ) this can be used to convert 4:3 footage into 16:9 footage .

Scale in Action Cam Crop seems the same as Scale in Transform when you don't have other functions of action cam crop altering the frame.

As a test I created two 2D layers of the same media. Basic video media. In time sync. I put a 150% scale in transform on the top layer and action cam crop with a scale of 150% on the bottom layer. Then I enable/disable the top layer. I see no difference between the two.

You are probably using 3D planes. Scale in transform does scale the layer/plane/surface. It scales the geometry. Scale in 3D is kinda a relative thing anyway. Distance from and zooming the camera is an effective size change of sorts.

Hitfilm could maybe use a pure 2D(pixel) pan/crop effect for 3D plane uses. Action cam crop can maybe work for that but I'm not sure about the translation control in action cam crop. I think there is some lens distortion correction messing with thing here.

You could put your 2D media you want to pan crop on in it's own composite shot. Here it is 2D. Then place an instance of that composite in the comp where you have that instance as a 3D plane.

First note--I've combined several threads here, because we do NOT need four different threads about building and importing a cube in the forum. One thread per topic, please.

Second note--You're incorrectly using the term UV mapping. UV mapping specifically refers to projecting 2D co-ordinates onto 3D geometry for texture mapping. Since Vegas is NOT working with 3D objects at any point, that's absolutely not the correct term. What Vegas is doing in it's Pan/Crop tool is simple pixel scaling and cropping. and, yes, when you're adjusting the position point in vegas, you're moving the pixel data around Vegas's (fixed) 3D camera. Yes, Vegas has a 3D camera, but the camera itself is a fixed location and focal length, and Vegas's 3D compositing moves the universe around the camera.

Third note. Groups has nothing at all to do with texture mapping. Object Groups in Hitfilm is for separating defined geometry groups into different _sub-models" in a layer to facilitate animation. By attempting to put a different texture on the face of a 3D cube you would need to define (and UV map) a different material for each face within the 3D modelling program.

Fourth note. The scale properties of a layer control it's size. The mask controls in Hitfilm can be used to constrain a shape. All the functionality of Vegas is there--but Vegas combines Pan/Crop and Masking into a single interface (Crop is simply a "master" rectangle mask), where in Hitfilm you're adjusting Scale, and Position and masking as separate parameters in different interfaces. In some ways the Vegas layout is easier to deal with, but the functions are there in Hitfilm.

Fifth note that, unlike Vegas, Hitfilm IS dealing with 3D geometry. All 2D and 3D video and photo layers are actually UV mapped 3D polygonal planes. The UV mapping has been done, and correctly. Refer back to note Second.

I have other notes on this topic, but have to go to work for a bit--back later.

Third note : that was a test , i was trying ,...wasn't really sure if something could be mapped to a face the cube with groups . But , i did get to see HFP manipulate each face of that cube . ( that's kinda neat )

Fourth note : you go deep . what you say are things i would like to be doing in HFP . HFP really is complex . more then just "apply an effect" and done . Nope , not that easy . if someone knows a better tech way to make a video cube in HFP ,..i am all ears and eyes . yes, you do see that i have been trying to apply the concepts of Vegas to HFP . If i really knew HFP , then i most likely would not be doing that . i got a ways to go . i will re-read your post .

worldSpace localSpace . ( ahh , the power of Point Layers , kind of , just kind of reminds me of IK chain , at least in a hierarchical kind of way ) 9 layers total in just 1 Comp . Cube spins on axis as it orbits . with Videos replacing the 6 Plane layers . HFP certainly is more intricate then Vegas .

1 Camera , 2 Point layers , 6 Plane layers ( all layers are 3D )

reminds me of the HP 48sx calculator , 2100 functions , where the functions were somewhat "incomplete" , really needed the Programmers guide to Patch other functionality to make it more useful . ( that was the idea ) . HFP requires that extra effort technique , too . Lots to learn in HFP .